/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "stdosl.h"

shader node_light_path(output float IsCameraRay = 0.0,
                       output float IsShadowRay = 0.0,
                       output float IsDiffuseRay = 0.0,
                       output float IsGlossyRay = 0.0,
                       output float IsSingularRay = 0.0,
                       output float IsReflectionRay = 0.0,
                       output float IsTransmissionRay = 0.0,
                       output float IsVolumeScatterRay = 0.0,
                       output float RayLength = 0.0,
                       output float RayDepth = 0.0,
                       output float DiffuseDepth = 0.0,
                       output float GlossyDepth = 0.0,
                       output float TransparentDepth = 0.0,
                       output float TransmissionDepth = 0.0)
{
  IsCameraRay = raytype("camera");
  IsShadowRay = raytype("shadow");
  IsDiffuseRay = raytype("diffuse");
  IsGlossyRay = raytype("glossy");
  IsSingularRay = raytype("singular");
  IsReflectionRay = raytype("reflection");
  IsTransmissionRay = raytype("refraction");
  IsVolumeScatterRay = raytype("volume_scatter");

  getattribute("path:ray_length", RayLength);

  int ray_depth;
  getattribute("path:ray_depth", ray_depth);
  RayDepth = (float)ray_depth;

  int diffuse_depth;
  getattribute("path:diffuse_depth", diffuse_depth);
  DiffuseDepth = (float)diffuse_depth;

  int glossy_depth;
  getattribute("path:glossy_depth", glossy_depth);
  GlossyDepth = (float)glossy_depth;

  int transparent_depth;
  getattribute("path:transparent_depth", transparent_depth);
  TransparentDepth = (float)transparent_depth;

  int transmission_depth;
  getattribute("path:transmission_depth", transmission_depth);
  TransmissionDepth = (float)transmission_depth;
}
